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Description

Sven Coop Intelligence (SCI) wants you to investigate what's going on in the biolabs of this facility. You have just landed on the roof of one of the buildings, which is also your extraction point. Have fun.

Additional credits

Changelog

Improved aesthetics and ambiance in a few places: sound effects, textures, lighting etc.

Changed slime texture in silo and added a short camera sequence so people know where to go.

Fixed an exploit that would allow you to skip a section of the map. And no I'm still not saying what it was.

Adjusted the weapons/items/enemy balance a little. The python is no longer part of the initial weapons loadout, but I'll give you a hint that it is hidden in the map somewhere. A sniper rifle can easily be found near the end of the map to help deal with the snipers there. You could previously pick up a rifle from dead assassins if you were quick, but now its guaranteed. This combined with having a few less sniper assassins should address the complaints about there being too many of them in the first release. If you still find them annoying, you need to stop charging into every room. There are now some health and armor pickups around the place, some hidden.

Changed the classic grunts and some of the male assassins in the tunnel to OpFor grunts. They have a sound replacement file to make them sound more like the classic grunts, you can delete this file (sound/sc_reflux/fgrunt_radio.txt) if you don't like it. I seriously wish it was possible to use custom sentences instead of single .wav's in replacement files, but oh well.

Added a puddle of water below the initial spawn. If you accidentally fall off the ropes that go down, you can try and land in this puddle and it will break your fall. Not exactly realistic (it's because of a bug in the game), but quite convenient.